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Okay, so what if someone decides to go for a heavily-narrative focused game? Lets say they decide to make it about taking care of a small section of an ocean, where you can see and influence the lives of the marine creatures living inside your little section. Soon enough, your little part of the ocean is beautiful underwater ecosystem. You grow attached to it. You begin checking on the "citizens" of your small domain, remembering some of them, making sure they're still alive.

Then slowly, the game begins to get harder as the oceans become hotter and more acidic. Soon your coral reef is bleached, and many creatures die due and everyone is dying due to the sudden change in the ecosystem. After a long painful fight, you realize that your small domain is gone. Everything has died. And you've lost. (I probably got some parts of this wrong, I'm not a scientist [yet])

I feel like if done right, this type of game could send a very strong message to the player and spread awareness in a way that doesn't just show the player the damage being caused, but makes them feel it. It could help teach players about one small part of the world, one part that is dying.

A type of game like that is definitely has very little replayability. I would probably not enjoy playing through that again once the twist was revealed. I'm not sure if replayability is a very good way to rate something like this. Perhaps change it with a different piece of criteria? Engagement is a possibility. A game that makes you want to play it over and over again is definitely engaging (unless it's something that relies on making players into addicts), and one that drags you into it's world and tugs at the heartstrings is also engaging, but not replayable.

(Am I making too much of a fuss about this? I saw this jam posted on Reddit and immediately went mad with excitement)

Thanks! The setting of the game is going to be in a summer camp, and although I think I'm good on the audio (I'm fairly good at making music and what-not) I'm not so sure about the graphics...

I am going to sleep now (it's 2am over here, so another nuke to add to the pile) so I'll try my hand at making some pixel art tomorrow. If I need any help, or if you need any help with thing you're doing in the future then I guess we'll let each other know. :)

Well, it seems that although I'm not dropping out of the jam I am going to have a lot of trouble at this point. Especially since I'm scrapping all the work I've done so far.

So my original idea for my game kept changing over and over again, first it was inspired by old horror classics like Night of the Living Dead, and The Birds, and then it became inspired by the movie version of The Shining (I'm personally terrible at horror, so it's a small wonder that I managed to go so long making a horror game) and at one point I was thinking about taking from Black Mirror! The whole thing became a mess, and I learned the value of pre-production and planning things out beforehand, a bit too late.

Anyways, it seems that I'm making a whole new game with the little time left. This time I'm going to go for a mix of Friday The 13th and (possibly, still have to plan things out a bit) A Nightmare On Elm Street.

My game is going to have a lot of reliance on music so I want to know if it's allowed to use audio that is era-specific (e.g. Chiptune, 8-Bit) but certainly is more advanced in terms of audio than something like a Game & Watch game. Are we allowed to do this or does the audio have to be more like the example below.

Just a question, if we're talking about cult classics then do we have to pick something that's a "classic" or otherwise "old" or can we pick anything with a cult-like fanbase and isn't mainstream? I've gotten a few ideas for my game but many of them are inspired pretty recent games...